Import Geant4 8.1.0 source tree
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4XXXSGSceneHandler.cc,v 1.3 2006/06/29 21:27:39 gunter Exp $
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// GEANT4 tag $Name: geant4-08-01 $
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//
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//
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// John Allison 10th March 2006
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// A template for a sophisticated graphics driver with a scene graph.
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//?? Lines beginning like this require specialisation for your driver.
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#ifdef G4VIS_BUILD_XXXSG_DRIVER
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#include "G4XXXSGSceneHandler.hh"
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#include "G4XXXSGViewer.hh"
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#include "G4PhysicalVolumeModel.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4LogicalVolume.hh"
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#include "G4Box.hh"
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#include "G4Polyline.hh"
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#include "G4Text.hh"
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#include "G4Circle.hh"
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#include "G4Square.hh"
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#include "G4Polyhedron.hh"
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#include "G4NURBS.hh"
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#include "G4VTrajectory.hh"
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#include "G4AttDef.hh"
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#include "G4AttValue.hh"
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#include "G4UnitsTable.hh"
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#include <sstream>
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G4int G4XXXSGSceneHandler::fSceneIdCount = 0;
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// Counter for XXX scene handlers.
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G4XXXSGSceneHandler::G4XXXSGSceneHandler(G4VGraphicsSystem& system,
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const G4String& name):
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G4VSceneHandler(system, fSceneIdCount++, name)
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{
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fRoot = fSceneGraph.setRoot("root");
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fPermanentsRoot = fRoot.push_back("permanentsRoot");
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fTransientsRoot = fRoot.push_back("transientsRoot");
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}
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G4XXXSGSceneHandler::~G4XXXSGSceneHandler() {}
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#ifdef G4XXXSGDEBUG
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// Useful function...
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void G4XXXSGSceneHandler::PrintThings() {
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G4cout <<
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" with transformation "
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<< (void*)fpObjectTransformation;
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if (fpModel) {
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G4cout << " from " << fpModel->GetCurrentDescription()
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<< " (tag " << fpModel->GetCurrentTag()
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<< ')';
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} else {
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G4cout << "(not from a model)";
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}
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G4PhysicalVolumeModel* pPVModel =
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dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel) {
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G4cout <<
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"\n current physical volume: "
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<< pPVModel->GetCurrentPV()->GetName() <<
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"\n current logical volume: "
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<< pPVModel->GetCurrentLV()->GetName() <<
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"\n current depth of geometry tree: "
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<< pPVModel->GetCurrentDepth();
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}
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G4cout << G4endl;
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}
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#endif
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void G4XXXSGSceneHandler::CreateCurrentItem(const G4String& header) {
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// Utility for PreAddSolid and BeginPrimitives.
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G4PhysicalVolumeModel* pPVModel =
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dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel) {
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// This call comes from a G4PhysicalVolumeModel. drawnPVPath is
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// the path of the current drawn (non-culled) volume in terms of
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// drawn (non-culled) ancesters. Each node is identified by a
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// PVNodeID object, which is a physical volume and copy number. It
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// is a vector of PVNodeIDs corresponding to the geometry hierarchy
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// actually selected, i.e., not culled.
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typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID;
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typedef std::vector<PVNodeID> PVPath;
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const PVPath& drawnPVPath = pPVModel->GetDrawnPVPath();
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//G4int currentDepth = pPVModel->GetCurrentDepth();
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//G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
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//G4Material* pCurrentMaterial = pPVModel->GetCurrentMaterial();
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// The simplest algorithm, used by the Open Inventor Driver
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// developers, is to rely on the fact the G4PhysicalVolumeModel
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// traverses the geometry hierarchy in an orderly manner. The last
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// mother, if any, will be the node to which the volume should be
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// added. So it is enough to keep a map of scene graph nodes keyed
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// on the volume path ID. Actually, it is enough to use the logical
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// volume as the key. (An alternative would be to keep the PVNodeID
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// in the tree and match the PVPath from the root down.)
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// Find mother. ri points to drawn mother, if any.
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PVPath::const_reverse_iterator ri = ++drawnPVPath.rbegin();
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if (ri != drawnPVPath.rend()) {
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// This volume has a mother.
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G4LogicalVolume* drawnMotherLV =
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ri->GetPhysicalVolume()->GetLogicalVolume();
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LVMapIterator mother = fLVMap.find(drawnMotherLV);
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if (mother != fLVMap.end()) {
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// This adds a child in Troy's tree...
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fCurrentItem = mother->second.push_back(header);
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} else {
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// Mother not previously encountered. Shouldn't happen, since
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// G4PhysicalVolumeModel sends volumes as it encounters them,
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// i.e., mothers before daughters, in its descent of the
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// geometry tree. Error!
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G4cout << "ERROR: G4XXXSGSceneHandler::PreAddSolid: Mother "
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<< ri->GetPhysicalVolume()->GetName()
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<< ':' << ri->GetCopyNo()
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<< " not previously encountered."
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"\nShouldn't happen! Please report to visualization coordinator."
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<< G4endl;
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// Continue anyway. Add to root of scene graph tree...
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fCurrentItem = fPermanentsRoot.push_back(header);
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}
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} else {
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// This volume has no mother. Must be a top level un-culled
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// volume. Add to root of scene graph tree...
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fCurrentItem = fPermanentsRoot.push_back(header);
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}
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std::ostringstream oss;
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oss << "Path of drawn PVs: ";
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for (PVPath::const_iterator i = drawnPVPath.begin();
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i != drawnPVPath.end(); ++i) {
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oss << '/' << i->GetPhysicalVolume()->GetName()
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<< ':' << i->GetCopyNo();
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}
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oss << std::endl;
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*fCurrentItem += oss.str();
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// Store for future searches. Overwrites previous entries for this
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// LV, so entry is always the *last* LV.
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fLVMap[pCurrentLV] = fCurrentItem;
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} else { // Not from a G4PhysicalVolumeModel.
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// Create a place for current solid in root...
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if (fReadyForTransients) {
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fCurrentItem = fTransientsRoot.push_back(header);
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} else {
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fCurrentItem = fPermanentsRoot.push_back(header);
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}
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}
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}
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void G4XXXSGSceneHandler::PreAddSolid
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(const G4Transform3D& objectTransformation,
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const G4VisAttributes& visAttribs)
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{
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G4VSceneHandler::PreAddSolid(objectTransformation, visAttribs);
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CreateCurrentItem(G4String("\nPreAddSolid:\n"));
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}
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void G4XXXSGSceneHandler::PostAddSolid()
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{
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*fCurrentItem += "EndSolid\n";
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G4VSceneHandler::PostAddSolid();
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}
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void G4XXXSGSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation)
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{
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G4VSceneHandler::BeginPrimitives(objectTransformation);
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// If thread of control has already passed through PreAddSolid,
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// avoid opening a graphical data base component again.
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if (!fProcessingSolid) {
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CreateCurrentItem(G4String("\nBeginPrimitives:\n"));
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}
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}
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void G4XXXSGSceneHandler::EndPrimitives ()
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{
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if (!fProcessingSolid) { // Already done if so.
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*fCurrentItem += "EndPrimitives\n";
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}
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G4VSceneHandler::EndPrimitives ();
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}
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// Note: This function overrides G4VSceneHandler::AddSolid(const
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// G4Box&). You may not want to do this, but this is how it's done if
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// you do. Certain other specific solids may be treated this way -
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// see G4VSceneHandler.hh. The simplest possible driver would *not*
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// implement these polymorphic functions, with the effect that the
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// default versions in G4VSceneHandler are used, which simply call
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// G4VSceneHandler::RequestPrimitives to turn the solid into a
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// G4Polyhedron usually.
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// Don't forget, solids can be transients too (e.g., representing a hit).
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void G4XXXSGSceneHandler::AddSolid(const G4Box& box) {
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#ifdef G4XXXSGDEBUG
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G4cout <<
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"G4XXXSGSceneHandler::AddSolid(const G4Box& box) called for "
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<< box.GetName()
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<< G4endl;
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#endif
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//?? Process your box...
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std::ostringstream oss;
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oss << "G4Box(" <<
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G4String
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(G4BestUnit
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(G4ThreeVector
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(box.GetXHalfLength(), box.GetYHalfLength(), box.GetZHalfLength()),
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"Length")).strip() << ')' << std::endl;
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*fCurrentItem += oss.str();
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}
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void G4XXXSGSceneHandler::AddPrimitive(const G4Polyline& polyline) {
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#ifdef G4XXXSGDEBUG
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G4cout <<
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"G4XXXSGSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n"
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<< polyline
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<< G4endl;
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#endif
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// Get vis attributes - pick up defaults if none.
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//const G4VisAttributes* pVA =
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// fpViewer -> GetApplicableVisAttributes (polyline.GetVisAttributes ());
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//?? Process polyline.
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std::ostringstream oss;
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oss << polyline << std::endl;
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*fCurrentItem += oss.str();
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}
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void G4XXXSGSceneHandler::AddPrimitive(const G4Text& text) {
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#ifdef G4XXXSGDEBUG
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G4cout <<
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"G4XXXSGSceneHandler::AddPrimitive(const G4Text& text) called.\n"
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<< text
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<< G4endl;
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#endif
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// Get text colour - special method since default text colour is
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// determined by the default text vis attributes, which may be
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// specified independent of default vis attributes of other types of
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// visible objects.
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//const G4Colour& c = GetTextColour (text); // Picks up default if none.
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//?? Process text.
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std::ostringstream oss;
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oss << text << std::endl;
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*fCurrentItem += oss.str();
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}
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void G4XXXSGSceneHandler::AddPrimitive(const G4Circle& circle) {
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#ifdef G4XXXSGDEBUG
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G4cout <<
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"G4XXXSGSceneHandler::AddPrimitive(const G4Circle& circle) called.\n"
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<< circle
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<< G4endl;
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MarkerSizeType sizeType;
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G4double size = GetMarkerSize (circle, sizeType);
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switch (sizeType) {
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default:
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case screen:
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// Draw in screen coordinates.
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G4cout << "screen";
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break;
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case world:
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// Draw in world coordinates.
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G4cout << "world";
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break;
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}
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G4cout << " size: " << size << G4endl;
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#endif
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// Get vis attributes - pick up defaults if none.
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//const G4VisAttributes* pVA =
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// fpViewer -> GetApplicableVisAttributes (circle.GetVisAttributes ());
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//?? Process circle.
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std::ostringstream oss;
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oss << circle << std::endl;
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*fCurrentItem += oss.str();
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}
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void G4XXXSGSceneHandler::AddPrimitive(const G4Square& square) {
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#ifdef G4XXXSGDEBUG
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G4cout <<
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"G4XXXSGSceneHandler::AddPrimitive(const G4Square& square) called.\n"
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<< square
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<< G4endl;
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MarkerSizeType sizeType;
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G4double size = GetMarkerSize (square, sizeType);
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switch (sizeType) {
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default:
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case screen:
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// Draw in screen coordinates.
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G4cout << "screen";
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break;
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case world:
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// Draw in world coordinates.
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G4cout << "world";
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break;
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}
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G4cout << " size: " << size << G4endl;
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#endif
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// Get vis attributes - pick up defaults if none.
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//const G4VisAttributes* pVA =
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// fpViewer -> GetApplicableVisAttributes (square.GetVisAttributes ());
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//?? Process square.
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std::ostringstream oss;
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oss << square << std::endl;
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*fCurrentItem += oss.str();
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}
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void G4XXXSGSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
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#ifdef G4XXXSGDEBUG
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G4cout <<
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"G4XXXSGSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) called.\n"
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<< polyhedron
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<< G4endl;
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#endif
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//?? Process polyhedron.
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std::ostringstream oss;
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oss << polyhedron;
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*fCurrentItem += oss.str();
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//?? Or... here are some ideas for decomposing into polygons...
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//Assume all facets are convex quadrilaterals.
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//Draw each G4Facet individually
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//Get colour, etc..
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if (polyhedron.GetNoFacets() == 0) return;
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// Get vis attributes - pick up defaults if none.
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const G4VisAttributes* pVA =
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fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
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// Get view parameters that the user can force through the vis
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// attributes, thereby over-riding the current view parameter.
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G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
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//G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
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//Get colour, etc..
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//const G4Colour& c = pVA -> GetColour ();
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// Initial action depending on drawing style.
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switch (drawing_style) {
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case (G4ViewParameters::hsr):
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{
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break;
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}
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case (G4ViewParameters::hlr):
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{
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break;
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}
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case (G4ViewParameters::wireframe):
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{
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break;
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}
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default:
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{
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break;
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}
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}
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// Loop through all the facets...
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// Look at G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&)
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// for an example of how to get facets out of a G4Polyhedron,
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// including how to cope with triangles if that's a problem.
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}
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void G4XXXSGSceneHandler::AddPrimitive(const G4NURBS& nurbs) {
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#ifdef G4XXXSGDEBUG
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G4cout <<
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"G4XXXSGSceneHandler::AddPrimitive(const G4NURBS& nurbs) called."
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<< G4endl;
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#endif
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//?? Don't bother implementing this. NURBS are not functional.
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}
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void G4XXXSGSceneHandler::ClearStore () {
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G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
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fPermanentsRoot.clear();
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fTransientsRoot.clear();
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fLVMap.clear();
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}
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void G4XXXSGSceneHandler::ClearTransientStore () {
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G4VSceneHandler::ClearTransientStore ();
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fTransientsRoot.clear();
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}
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#endif
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